The Main Floor of Castle Ravenloft is the castle’s grand performance of welcome—vaulted halls, sweeping stairs, and a banquet chamber lit for honored guests.
The imposing entry to Castle Ravenloft, thunder, rain, and sheer stone heights set the tone for everything to come. The outer walls and courtyards are more than a first impression—they are a warning that Strahd’s home was built to intimidate, isolate, and endure.
Deep in the mountains west of Lake Baratok, a torchlit cave shaped like a wolf’s maw hides one of Barovia’s cruelest horrors. Within, kidnapped children, pack rivalries, and the savage worship of Mother Night collide where fear rules, blood decides status, and survival comes at a terrible cost.
On the misty shores of Lake Baratok stands a lonely stone tower, equal parts refuge, ruin, and deathtrap. Once the domain of the wizard Khazan and later the hidden base of Rudolph van Richten, the tower now holds dangerous secrets and lingering magic.
At the far western edge of Barovia, Yester Hill rises beneath a sky of constant storm, its dead grass and black cairns encircling a place of ancient burial and corrupted ritual.
Once a thriving riverside village, Berez now lies drowned beneath marsh and fog, its ruins haunted by tragedy and ruled by one of Barovia’s oldest evils.
Tsolenka Pass is a treacherous mountain road carved into the icy face of Mount Ghakis, connecting Barovia’s desolate wilderness to the dread secrets of the Amber Temple.
A decaying windmill hides a monstrous secret—where night hags bake dream pastries from the bones of Barovia’s children. Old Bonegrinder challenges adventurers to confront horror not just with blades, but with conscience.
Deep within the ice-lashed peaks of the Balinok Mountains lies the Amber Temple — a colossal subterranean vault built to imprison darkness itself.
Argynvostholt, a ruined mansion once home to a noble silver dragon and his knightly order. Now haunted by undead revenants led by the vengeful Vladimir Horngaard, the stronghold holds the key to restoring hope in Barovia.
The Wizard of Wines, Barovia’s only source of comfort, stands on the brink of destruction. A fanatical group of druids have overrun the vineyards, turning them into a battleground of blights and despair.
The Village of Krezk is a secluded, tight-knit community nestled against the towering, mist-covered mountains of Barovia. Enclosed by thick stone walls, the village exists in a near-constant state of quiet isolation, guarded from the darker forces that plague the land.